Earlier quoted context omitted.
Game performance is often GPU bound, not CPU bound.
It depends on the game. If there are a lot of game simulation calculations to do for every frame, then you're going to be CPU constrained. If it's a storybook that you're walking through and every pixel is raytraced using tons of 8000x8000 texture maps, then it's going to be GPU constrained. Most games are combinations of the two, and so some people are going to be CPU limited and some people are going to be GPU limi…
Why not move at least some of that into the GPU as well? Lots of different branchy code paths for the in-game objects?